[Cosmetic] Apply codestyle "XXX * " and "XXX *" changed to "XXX* " (with some exceptions)
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@@ -54,7 +54,7 @@ public:
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pInstance = c->GetInstanceScript();
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}
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InstanceScript *pInstance;
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InstanceScript* pInstance;
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uint32 Cleave_Timer;
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uint32 ToxicVolley_Timer;
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@@ -151,7 +151,7 @@ public:
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pInstance = c->GetInstanceScript();
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}
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InstanceScript *pInstance;
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InstanceScript* pInstance;
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uint32 Charge_Timer;
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uint32 KnockBack_Timer;
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@@ -244,7 +244,7 @@ public:
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pInstance = c->GetInstanceScript();
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}
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InstanceScript *pInstance;
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InstanceScript* pInstance;
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uint32 Heal_Timer;
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uint32 Fear_Timer;
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@@ -238,7 +238,7 @@ public:
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{
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if (Player* target = CAST_PLR(SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true)))
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{
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if (Group *pGrp = target->GetGroup())
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if (Group* pGrp = target->GetGroup())
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for (uint8 ico = 0; ico < TARGETICONCOUNT; ++ico)
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{
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//if (grp->m_targetIcons[ico] == me->GetGUID()) -- private member :(
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@@ -66,7 +66,7 @@ struct boss_twinemperorsAI : public ScriptedAI
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pInstance = c->GetInstanceScript();
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}
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InstanceScript *pInstance;
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InstanceScript* pInstance;
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uint32 Heal_Timer;
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uint32 Teleport_Timer;
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@@ -147,7 +147,7 @@ struct boss_twinemperorsAI : public ScriptedAI
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{
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// TODO: we should activate the other boss location so he can start attackning even if nobody
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// is near I dont know how to do that
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ScriptedAI *otherAI = CAST_AI(ScriptedAI, pOtherBoss->AI());
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ScriptedAI* otherAI = CAST_AI(ScriptedAI, pOtherBoss->AI());
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if (!pOtherBoss->isInCombat())
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{
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DoPlaySoundToSet(me, IAmVeklor() ? SOUND_VL_AGGRO : SOUND_VN_AGGRO);
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@@ -157,7 +157,7 @@ struct boss_twinemperorsAI : public ScriptedAI
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}
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}
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void SpellHit(Unit* caster, const SpellInfo *entry)
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void SpellHit(Unit* caster, const SpellInfo* entry)
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{
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if (caster == me)
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return;
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@@ -221,7 +221,7 @@ struct boss_twinemperorsAI : public ScriptedAI
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float other_z = pOtherBoss->GetPositionZ();
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float other_o = pOtherBoss->GetOrientation();
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Map *thismap = me->GetMap();
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Map* thismap = me->GetMap();
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thismap->CreatureRelocation(pOtherBoss, me->GetPositionX(),
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me->GetPositionY(), me->GetPositionZ(), me->GetOrientation());
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thismap->CreatureRelocation(me, other_x, other_y, other_z, other_o);
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@@ -118,7 +118,7 @@ public:
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void GiveBuddyMyList(Creature* c)
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{
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aqsentinelAI *cai = CAST_AI(aqsentinelAI, (c)->AI());
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aqsentinelAI* cai = CAST_AI(aqsentinelAI, (c)->AI());
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for (int i=0; i<3; ++i)
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if (NearbyGUID[i] && NearbyGUID[i] != c->GetGUID())
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cai->AddBuddyToList(NearbyGUID[i]);
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